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A new generation, open-source graphics plugin for N64 emulators.
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matto 4e415802fa Changing the texture cache to be a proper LRU cache
I change the currently used 'map' of textures to a queue (implemented as a
list), and then remove from the end of the queue when textures need removing
from the cache, and adding to the beginning of the queue.
The other operation that is needed is moving the texture to the
front of the list whenever it is used, so that frequently used
textures are not deleted.
In order to make that last operation effecient, I created
a map of the locations of these textures, and keep that
properly updated. This makes the accessing of a texture still O(1).
Then, in order to have the iterators remain valid through insertions
and deletions, I needed to implement the queue as a list.

The map and queue implementation is a standard way to implement
an LRU cache, just FYI. Not something I thought of all on my own.

Fixes issue #744
2015-10-08 21:15:09 +06:00
ini Disable copyDepthToRDRAM in the ini file. 2015-10-08 21:01:17 +06:00
licenses Update LICENSE file 2015-05-13 10:21:38 +06:00
projects MSVS project correction: remove configuration Debug 1964. 2015-07-01 11:04:05 +06:00
src Changing the texture cache to be a proper LRU cache 2015-10-08 21:15:09 +06:00
translations Fix 'Shadres' typo in UI and translation files. 2015-10-02 21:37:33 +06:00
.gitignore Update LICENSE file 2015-05-13 10:21:38 +06:00
LICENCE Update LICENSE file 2015-05-13 10:21:38 +06:00
README.md Initial commit 2014-10-01 17:31:41 +07:00

GLideN64

A new generation, open-source graphics plugin for N64 emulators.